DM Guide.pdf

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When you
read and understand
Dungeon World
, roll +Int...
What is Is and Why We Wrote It
You're probably reading this because
you're psyched to try Dungeon World but the
rules haven't clicked yet. I think that by the time
you're done reading, you'll
get it.
And oh man, it is
so good
when you finally
get it,
because Dungeon
World really is an amazing game, just great.
When I finished reading the book for the first time, I sat back and thought
to myself, "is is the game I thought I was buying when I picked up that
red box all those years ago.
is
is the game that I
wanted D&D to be."
It
provides the rules and framework for real
adventures;
not a simulationist
idea of medieval combat, not charts about listening at doors. It doesn't
have rules for the difficulty of breaking a stone table versus a wooden one.
Instead, it has rules that propel the action forward even when the players
fail.
Especially
when the players fail. e way GM Moves and player Moves
nest together is like a big pendulum, always pushing back and forth and
creating the momentum that keeps the game running. Do you like that
metaphor? Maybe it’s weird, I dunno.
But when I started poking around various online forums, I discovered
that a lot of beginning players have trouble with the rules. ey see some
good stuff in there, they're excited to try the game, but the mechanics are
just so
different
from what they know. It
can
be confusing, especially if
you aren’t experienced with Apocalypse World, which Dungeon World
is based on. I think that's because you might need to
unlearn
some things
about gaming before approaching Dungeon World.
I think that this little book will help you do that. I haven't re-written any-
thing and there are no alternate rules in here, it's not that kind of resource.
All the advice you need for
running
the game is right in the core book.
What I've done is taken the most commonly-asked questions and put
down some answers in plain language, with in-depth examples. By the
time you're done, I think you'll totally
get
this game and like I said before,
oh man is it good
when you finally get it.
e Basic Mechanic: How the Conversation Works
So let's get the first big hurdle out of the way:
e GM does not
roll dice for his actions. Ever.
You can roll damage dice if you
want, but your NPCs don’t roll for
anything.
Instead of rolling,
you're going to make "moves." One of the Moves is Deal Damage,
does that mean that on your turn, the GM says, "Um, the orc hits
you for 5 damage"? No, it doesn't. You're not being arbitrary here,
it's just that
the players' dice decide the outcomes of all your
moves.
We'll go into some lengthy explanations of how this works,
but the simple version is this:
1.e GM gives the setup of a threat, but not the conclusion.
2.e player responds and probably rolls some dice.
3.e GM narrates the results, based on the player's roll.
e dice mechanics are easy enough to understand: ere are three
tiers of results. On a 10+, the player gets a full success and it's all
good. On a 7-9, it's a
partial
success; they don't get everything they
wanted or they'll get what they want, but have to sacrifice some-
thing else. On a 6 or lower, they've failed.
ere's a difference between failure in Dungeon World and failure
in most other games. In Dungeon World, when the player fails a
roll, the GM gets to make a "Move." is is something that confuses
people, but that's just because it's new terminology. It's really very
simple.
When the rules say "make a move," what they're really
doing is telling you that something
happens,
something besides
just failure. Instead of being a dead end, a player's failure leads to
consequences:
the situation gets worse or they have to pay a price.
at's all there is to it, it's the game telling you that something
should always be
happening
and that's how you keep the game ex-
citing. Instead of letting the players meander around, you're push-
ing dangerous situations at them like, "what now?!" Instead of
saying, "you
fail to pick the lock,"
say something like "you
fail to pick
the lock
fast enough,
the guards are rounding the corner as the last
tumbler falls in place."
Or "A
high-pitched siren screams out, you've
triggered the magic alarm!"
You're focusing on the risks and re-
wards, not a binary pass/fail skill check.
On a 7-9, the player has
consequences to deal with, but on a Miss those consequences are
worse.
A lot of moves have built-in results for a 7-9, but for some
of them you’ll have to make your own. We'll talk more about this
later, but for now it's good to know that the consequences of a 7-9
are usually called "so moves" and the consequences of an all-out
failure are usually "hard moves." One is worse than the other, that's
all.
So that's the whole basis of this "conversation" they talk about in
the core book: you're setting up dangerous situations where failure
carries a price, and the players respond to it. When their response
triggers a Move, they roll for it, and you give them consequences
as necessary. You'll interpret the results of their roll in a way that
keeps the game moving forward, always
forward.
e GM Moves
So that's easy: the player gets a 7-9 and you make a "so move," or
the player Misses a roll and you get to make a "hard move." But
what
are
these Moves, exactly? When the GM
makes a Move, it's not some esoteric new
thing.
If you look at the list of GM Moves
and read them carefully, you'll realize that
they're just things that we've always done as
GMs.
ey're just codified here for ease of use.
If you've ever GM'd a game before, then you
have definitely Put Someone In a Spot or Re-
vealed an Unwelcome Truth, even if you did-
n't call it that.
Dungeon World puts so much emphasis on
this list because
it keeps the game moving.
Whenever the players turn toward you, you
make a Move, but that just means that some-
thing
happens,
remember?
At their heart, the GM Moves are all designed to create dangerous
situations.. e entire list is just a bunch of things that can endanger
the characters or make their lives interesting, in keeping with the
Principles. Show Signs of an Approaching reat keeps the players
on edge, it tells them that something bad is on the way. Reveal an
Unwelcome Truth can be something like "we're being followed" or
it can be something like "the vampire isn't dead aer all." No matter
what form they take, the Moves are just there to spark your imag-
ination when the players look at you expectantly, like when you’re
describing some action, or they’ve missed a roll and need a re-
sponse.
A lot of the time, you won't even really need to look at the Moves.
Your GMing instincts will take over and you'll just be narrating the
game like you always do. e book says that you get to make a
Move because of a player roll, or when the players turn to you, but
that's a formality. You won't be scouring the list every time the dice
hit the table or anything, don't take it literally. Instead, you'll usually
know what the stakes are whenever the players roll... but when the
situation arises that you're not sure what to do, then the list is there
to help you out. Use it as necessary, but don't get hung up wonder-
ing if every little thing you do is on the list or not.
Alright, we understand the GM moves, and we already know how
to deal with success and failure. Let's talk about the middle result,
those 7-9 choices that happen so oen.
What Does a 7-9 Mean?
e first thing to keep in mind is that
a 7-9 is fundamentally a suc-
cess for the player.It's
just a
partial
success, or success
with a cost.
ink about what the player was trying to do, and then think of
ways to give them half of what they want, or give them the core of
what they want, but only if they're willing to give
up something else. e player was swinging onto
the balcony? Maybe they get to the balcony, but
don't land on their feet. Look at the list of GM
Moves and see what could apply. An example:
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